A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as an Action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your Action to control the hand:
- use the hand to manipulate an object
- open an unlocked door or container
- stow or retrieve an item from an open container
- pour the Contents out of a vial.
You can move the hand up to 30 feet each time you use it. The hand can't Attack, activate magical items, or carry more than 10 pounds.
Legerdemain: When you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it (You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity [Sleight of Hand] check contested by the creature's Wisdom [Perception] check):
• stow one object the hand is holding in a container worn or carried by another creature
• retrieve an object in a container worn or carried by another creature
• use thieves' tools to pick locks and disarm traps at range
In addition, you can use the bonus action granted by
your Cunning Action to control the hand.
You hurl a mote of fire at a creature or object within range. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10).
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th Level (2d12), 11th level (3d12), and 17th level (4d12).
You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.
Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
This spell sends Creatures into a magical slumber. Roll 5d8, the total is how many Hit Points of Creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).
Starting with the creature that has the lowest current Hit Points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an Action to shake or slap the sleeper awake. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.
Undead and Creatures immune to being Charmed aren't affected by this spell.